So after three weeks of playing this game, with no hint of wanting to slow down, I’ve got a handful of suggestions in all aspects of the game for the developers as well as the community, in case anyone has any feedback.
In collecting dino DNA:
- Migration. While it’s an interesting dynamic that different parts of a city, or even different cities, will have an abundance of one to three different species over another part of a city, it’s anywhere from very inconvenient to nearly impossible for some of us who work full-time and are bound by mobility to travel so far on a regular basis to collect enough for it to matter. While this would be fine, and even welcome, in games like Pokemon go where you can show off regional Pokemon, in JW:A we use those common dinosaurs to make hybrids which have varying degrees of utility. There are also come “common” dinosaurs that are anything but common compared to others of the same grade; how about changing it up so that that abundance of dinosaurs of one type becomes a different type a week or two down the road, giving us a kind of alternating migration? If we miss one, it’ll be back, but we don’t have to make special trips that go well out of our way just to collect a digital dinosaur.
- Lures. I love that dinosaurs seem to have a chance to spawn on me as I walk; I think it’s great and encourages exercise. But what about being able to drop a lure that frequently spawns dinosaurs at your location, or on a supply drop? That way if we’re relaxing but stationary we can still partake, even if it costs us for those lures.
- Velociraptor, Utahraptor, Pyroraptor: add an additional turn of cooldown to Pounce.
- All raptors: equalize speeds so no one dinosaur is above ALL the others.
- All large theropods (Tyrannosaurus Rex & Gen 2, Allosaurus, Tarbosaurus, Gorgosaurus): +10% HP.
- All counter-striking theropods and all sauropods: +15-20% HP
- All spiked dinosaurs (Kentrosaurus, Amargocephalus, Nodopatosaurus, Stegodeus etc…): introduce a “Reflect Damage” trait of 5, 10, and 15% based on their armor rating, where a dino that already has more than 25% armor does 5% of its received damage back as soon as it gets hit, 25% armor and less does 10% returned damage, and those with 0% armor do 15% damage received back to the attacker.
- Think about reducing the costs of some of these promos so the rest of us might actually consider them. I imagine a lot of people must be buying them, which is good because you guys should get paid. But just imagine how many more of us would buy if the broader playerbase found these purchases to be reasonable?
- Barring anything happening from the above, please instead consider randomly offering those one-time deals and not just upon leveling or increasing our arena venue. I’m much more likely to buy those one-time offers than anything offered in the store not because I don’t like what’s in the store, but because those prices are ridiculous for a phone app. Those one-time offers though? At least half of them were reasonable, and over time I’m much more likely to spend money on those than any lump-sum deal in the store with a hefty tag on it.